Class | Hit Die | Attack Bonus | Good Saving Throws | Skill Points |
---|---|---|---|---|
Fighter | d10 | Level ×1 | Fort | 2 + Int mod |
Cleric | d8 | Level ×3⁄4 | Fort, Will | 2 + Int mod |
Rogue | d6 | Level ×3⁄4 | Ref | 8 + Int mod |
Class | Hit Die | Attack Bonus | Good Saving Throws | Skill Points |
---|---|---|---|---|
Fighter | d10 | Level ×1 | Fort, Ref | 4 + Int mod |
Healer | d8 | Level ×3⁄4 | Fort, Will | 6 + Int mod |
Expert | d6 | Level ×3⁄4 | Ref, Will | 8 + Int mod |
Class | Special Abilities |
---|---|
Fighter | Strength, Dexterity, Constitution |
Healer | Constitution, Wisdom, Charisma |
Expert | Dexterity, Intelligence, Wisdom |
The fighter class, the cleric class, and the rogue class are considered
fundamental to any culture or race
(CRIIv.3.0, p.
21). I take this to mean the character concepts exemplified by these
classes are integral to the skill and combat system, so here we will
experiment with generalizing them to work within other genres like
adventure, science-fiction, etc..
The fighter is general enough, simply receiving bonus feats. The rogue is generalized to learn a myriad of skills, but leans a little hard on combat and trapfinding abilities. The cleric is specifically a magic user and priest, which doesn't fit into many genres.
Since a lack of specific class features makes them rather underpowered; the fighter, cleric, and rogue foundations are given a boost to their saving throws and skill points.
Each class gains bonus feats in a similar manner to the core class fighter. This opens up many customization options.
Each class gains special abilities from a list according its three most important ability scores.
Not all genres include martial weapons and armor as widely-used equipment. By default the foundational classes are proficient with all simple weapons, but not with any type of armor or shields. The DM may decide to modify these base proficiencies depending on the setting.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +1 | +2 | +2 | +0 | Bonus feat, special ability |
2nd | +2 | +3 | +3 | +0 | Bonus feat |
3rd | +3 | +3 | +3 | +1 | Special ability |
4th | +4 | +4 | +4 | +1 | Bonus feat |
5th | +5 | +4 | +4 | +1 | Special ability |
6th | +6/+1 | +5 | +5 | +2 | Bonus feat |
7th | +7/+2 | +5 | +5 | +2 | Special ability |
8th | +8/+3 | +6 | +6 | +2 | Bonus feat |
9th | +9/+4 | +6 | +6 | +3 | Special ability |
10th | +10/+5 | +7 | +7 | +3 | Bonus feat |
11th | +11/+6/+1 | +7 | +7 | +3 | Special ability |
12th | +12/+7/+2 | +8 | +8 | +4 | Bonus feat |
13th | +13/+8/+3 | +8 | +8 | +4 | Special ability |
14th | +14/+9/+4 | +9 | +9 | +4 | Bonus feat |
15th | +15/+10/+5 | +9 | +9 | +5 | Special ability |
16th | +16/+11/+6/+1 | +10 | +10 | +5 | Bonus feat |
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Special ability |
18th | +18/+13/+8/+3 | +11 | +11 | +6 | Bonus feat |
19th | +19/+14/+9/+4 | +11 | +11 | +6 | Special ability |
20th | +20/+15/+10/+5 | +12 | +12 | +6 | Bonus feat |
The fighter is the brawn of the party, designed to be brave and stalwart in battle. This character is strong, fast, and tough.
The fighter has the following game statistics.
Abilities: Strength, Dexterity, and Constitution.
Alignment: Any.
Hit Die: d10.
Base Attack Bonus: Equal to total Hit Dice (as fighter).
Good Saving Throws: Fortitude and Reflex.
The fighter's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex). See Skills I and Skills II for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
All of the following are class features of the fighter.
Weapon and Armor Proficiency: Characters in this class are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Bonus Feats: At 1st level, this class gains a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The class gains an additional bonus feat at 2nd level and every two class levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats may be drawn from SRD Feats or any other list approved by the DM.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Special abilities: At 1st level, and every two levels thereafter, this class gains a special ability. This may be chosen from among any Strength, Constitution, or Dexterity ability from the Special Abilities list.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Bonus feat, special ability |
2nd | +1 | +3 | +0 | +3 | Bonus feat |
3rd | +2 | +3 | +1 | +3 | Special ability |
4th | +3 | +4 | +1 | +4 | Bonus feat |
5th | +3 | +4 | +1 | +4 | Special ability |
6th | +4 | +5 | +2 | +5 | Bonus feat |
7th | +5 | +5 | +2 | +5 | Special ability |
8th | +6/+1 | +6 | +2 | +6 | Bonus feat |
9th | +6/+1 | +6 | +3 | +6 | Special ability |
10th | +7/+2 | +7 | +3 | +7 | Bonus feat |
11th | +8/+3 | +7 | +3 | +7 | Special ability |
12th | +9/+4 | +8 | +4 | +8 | Bonus feat |
13th | +9/+4 | +8 | +4 | +8 | Special ability |
14th | +10/+5 | +9 | +4 | +9 | Bonus feat |
15th | +11/+6/+1 | +9 | +5 | +9 | Special ability |
16th | +12/+7/+2 | +10 | +5 | +10 | Bonus feat |
17th | +12/+7/+2 | +10 | +5 | +10 | Special ability |
18th | +13/+8/+3 | +11 | +6 | +11 | Bonus feat |
19th | +14/+9/+4 | +11 | +6 | +11 | Special ability |
20th | +15/+10/+5 | +12 | +6 | +12 | Bonus feat |
The healer is the heart of the party, designed to support the other characters and stay alive in combat. This character is tough, dedicated, and charismatic.
The healer has the following game statistics.
Abilities: Constitution, Wisdom, and Charisma.
Alignment: Any.
Hit Die: d8.
Base Attack Bonus: Equal to 3/4 total Hit Dice (as cleric).
Good Saving Throws: Fortitude and Will.
The healer's class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). See Skills I and Skills II for skill descriptions.
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
All of the following are class features of the healer.
Weapon and Armor Proficiency: Characters in this class are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Bonus Feats: At 1st level, this class gains a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The class gains an additional bonus feat at 2nd level and every two class levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats may be drawn from SRD Feats or any other list approved by the DM.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Special abilities: At 1st level, and every two levels thereafter, this class gains a special ability. This may be chosen from among any Constitution, Wisdom, or Charisma ability from the Special Abilities list.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +2 | Bonus feat, special ability |
2nd | +1 | +0 | +3 | +3 | Bonus feat |
3rd | +2 | +1 | +3 | +3 | Special ability |
4th | +3 | +1 | +4 | +4 | Bonus feat |
5th | +3 | +1 | +4 | +4 | Special ability |
6th | +4 | +2 | +5 | +5 | Bonus feat |
7th | +5 | +2 | +5 | +5 | Special ability |
8th | +6/+1 | +2 | +6 | +6 | Bonus feat |
9th | +6/+1 | +3 | +6 | +6 | Special ability |
10th | +7/+2 | +3 | +7 | +7 | Bonus feat |
11th | +8/+3 | +3 | +7 | +7 | Special ability |
12th | +9/+4 | +4 | +8 | +8 | Bonus feat |
13th | +9/+4 | +4 | +8 | +8 | Special ability |
14th | +10/+5 | +4 | +9 | +9 | Bonus feat |
15th | +11/+6/+1 | +5 | +9 | +9 | Special ability |
16th | +12/+7/+2 | +5 | +10 | +10 | Bonus feat |
17th | +12/+7/+2 | +5 | +10 | +10 | Special ability |
18th | +13/+8/+3 | +6 | +11 | +11 | Bonus feat |
19th | +14/+9/+4 | +6 | +11 | +11 | Special ability |
20th | +15/+10/+5 | +6 | +12 | +12 | Bonus feat |
The expert is the brains of the party, specializing in skill and technique. This character is fast, smart, and dedicated.
The expert has the following game statistics.
Abilities: Dexterity, Intelligence, and Wisdom.
Alignment: Any.
Hit Die: d6.
Base Attack Bonus: Equal to 3/4 total Hit Dice (as cleric).
Good Saving Throws: Reflex and Will.
The expert's class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). See Skills I and Skills II for skill descriptions.
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.
All of the following are class features of the expert.
Weapon and Armor Proficiency: Characters in this class are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Bonus Feats: At 1st level, this class gains a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The class gains an additional bonus feat at 2nd level and every two class levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats may be drawn from SRD Feats or any other list approved by the DM.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Special abilities: At 1st level, and every two levels thereafter, this class gains a special ability. This may be chosen from among any Dexterity, Intelligence, or Wisdom ability from the Special Abilities list.